I am not sure why but when i render the sequence wav file it keeps making the wav restart at begining of sound for each camera cut is there a work around for this?
Not currently. Setting up your folder structure so that you have "..../folder_path/{sequence_name}.{camera_name}" will create a custom folder for each camera in your sequence and makes importing your .exr sequences much easier. Setting your file name to "{sequence_name}.{camera_name}.{frame_number}" works well to keep your image sequences organized.
oh, you say audio lines in sequencer tracks are exported in seperate, legacy render was exporting rendering audio as a whole in one wav so this method exports seperate?
That is what worked best for me. I was exporting .exr, which doesn't hold audio so this method worked well when I wanted audio tracks from my sequencer renders.
@cartandhorse do you have any idea on the following? Not sure if the sounds in your example are spatialised but I found this issue: If I try to render a .wav using the render queue: Audio sources will only be included in the outputted .wav if there is NO spatialization activated on their attenuation settings (regardless of where that attenuation is added at: sound, cue or map level). You can have all other forms of attenuation on but for some reason spatialization means sounds wont render. If I try to render using the movie scene capture The audio and visuals start rendering at the same time but the audio is done it real-time while the video is done as fast as it can render each frame. Problem is the audio is responding to changes happening in the video render so if my camera turns to the right in the visual render then all spatialized sounds shift to the left at that point in time, even though its completely out of sync with when that should happen in the scene I don’t mind which one I use but just need a reliable way of doing this, I’m aware I could just use an internal routing software on my computer and record the output of unreal while playing it back in the sequencer window but I cant believe we are at UE5 and people would still have to do that. Any help greatly welcomed.
I am sorry to hear. Unfortunately, I am not that smart when it comes to audio. This was meant to be a more simple or "quick and dirty" solution for audio. Sorry this wasn't more helpful.
The wav file exported from Sequencer no longer has any sound. Has this happened to people? Is there a fix? There was sound in the wav exports, this morning. Now there is no sound in the wav export.
So you just happen to have that Movie Render window open without any explanation how to open it I had to pause, go elsewhere to find out how to open it and then come back 🙄
And that's how you make tutorials: short and to the point. THANK YOU!
i think when we wanna export soundstrack from sequencer we should also set movierender pipline, if not, there is not sound after export.
I am not sure why but when i render the sequence wav file it keeps making the wav restart at begining of sound for each camera cut is there a work around for this?
Do you have a video where you show your initial export rendering setup? How did you set up the {camera_name} to render?
Not currently. Setting up your folder structure so that you have "..../folder_path/{sequence_name}.{camera_name}" will create a custom folder for each camera in your sequence and makes importing your .exr sequences much easier.
Setting your file name to "{sequence_name}.{camera_name}.{frame_number}" works well to keep your image sequences organized.
@@cartandhorse I learned how to export as MP4 now. Have you ever done that? Do you prefer the .exr method?
oh, you say audio lines in sequencer tracks are exported in seperate, legacy render was exporting rendering audio as a whole in one wav so this method exports seperate?
That is what worked best for me. I was exporting .exr, which doesn't hold audio so this method worked well when I wanted audio tracks from my sequencer renders.
Thank you
@cartandhorse do you have any idea on the following? Not sure if the sounds in your example are spatialised but I found this issue:
If I try to render a .wav using the render queue:
Audio sources will only be included in the outputted .wav if there is NO spatialization activated on their attenuation settings (regardless of where that attenuation is added at: sound, cue or map level). You can have all other forms of attenuation on but for some reason spatialization means sounds wont render.
If I try to render using the movie scene capture
The audio and visuals start rendering at the same time but the audio is done it real-time while the video is done as fast as it can render each frame. Problem is the audio is responding to changes happening in the video render so if my camera turns to the right in the visual render then all spatialized sounds shift to the left at that point in time, even though its completely out of sync with when that should happen in the scene
I don’t mind which one I use but just need a reliable way of doing this, I’m aware I could just use an internal routing software on my computer and record the output of unreal while playing it back in the sequencer window but I cant believe we are at UE5 and people would still have to do that.
Any help greatly welcomed.
I am sorry to hear. Unfortunately, I am not that smart when it comes to audio. This was meant to be a more simple or "quick and dirty" solution for audio. Sorry this wasn't more helpful.
did u find a solution? I'm experiencing the same thing but I haven't tried render using the movie scene capture
The wav file exported from Sequencer no longer has any sound. Has this happened to people? Is there a fix? There was sound in the wav exports, this morning. Now there is no sound in the wav export.
Migrating the level into a Clean "New" Project fixed the problem.
Sorry for the delay. Glad you found a solution!
Thank you!
^^
You are welcome!
So you just happen to have that Movie Render window open without any explanation how to open it I had to pause, go elsewhere to find out how to open it and then come back 🙄
No cue sound. only 2D sound rendered.
yapping tutorial